When implementing a hash map it doesn't work but works when use an object - hashmap

I am new to programming and hash data structure. I was trying to solve this problem. It works when I used an Object as the codes showed below. But it fails to work when I use a Map. Could someone kindly tell me what went wrong with my map? Many many thanks!
//with object:
var groupStrings = function(strings) {
const res = {};
for(let s of strings){
const key = new Array(s.length).fill(0);
for(let i=1;i<s.length;i++){
key[i]=(s.charCodeAt(i)-s.charCodeAt(i-1)+26)%26;
}
if(res[key]){
res[key].push(s)
}
else res[key]=[s] ;
}
return Object.values(res);
};
//The one used map and didn't work.
/**
* #param {string[]} strings
* #return {string[][]}
*/
var groupStrings = function(strings) {
const map1 = new Map();
for(let s of strings){
const key = new Array(s.length).fill(0);
for(let i=1;i<s.length;i++){
key[i]=(s.charCodeAt(i)-s.charCodeAt(i-1)+26)%26;
}
if(map1.has(key)){map1.get(key).push([s])}
else map1.set(key,[s]) ;
}
return [...map1.values()];
};

Related

NetSuite SuiteScript 2.0 disable field based on checkbox

I apologize if this is a dumb question, but I am new to NetSuite, and have noticed that their documentation is absolutely ridiculously horrifyingly and atrociously disgusting. All humor and bitterness aside though, I can't find the details that should exists in SuiteAnswers. I can find the type Field or Record, but it doesn't show me the options available for those types. It just shows what methods to call to return a field or record.
So I have it on the fieldChanged event as the training specifies, and below is what I have.
function fieldChanged(context) {
debugger;
var customer = context.currentRecord
if (context.fieldId == 'custentity_apply_coupon') {
var field = record.getField("custentity_apply_coupon");
if (record.getValue("custentity_apply_coupon") == true) {
reord.getField("custentity_coupon_code").isDisabled = false;
}
else{
reord.getField("custentity_coupon_code").isDisabled = true;
}
field.isDisabled = false;
}
}
Turns out that, and I never found this in the documentation, that once you get the field from currentRecord.currentRecord, you can set it to disabled via field.isDisabled. Took me forever to find out that isDisabled was a property of field, and then took a complete guess to see that isDisabled was a get/set call for ClientSide Scripts. Below is the code that ended up working.
function fieldChanged(scriptContext) {
var customer = scriptContext.currentRecord;
if(scriptContext.fieldId == "custentity_sdr_apply_coupon"){
debugger;
var field = customer.getField("custentity_sdr_coupon_code");
field.isDisabled = !customer.getValue(scriptContext.fieldId);
if(field.isDisabled){
customer.setValue(field.id, "");
}
}
}
I hope this will help.
function fieldChanged(context) {
var currentRecord = context.currentRecord;
var approvalChkBox = currentRecord.getValue({
fieldId: 'supervisorapproval'
});
var memoField = currentRecord.getField("memo");
if (approvalChkBox)
memoField.isDisabled = true;
else
memoField.isDisabled = false;
}
Thats a good question, this is the simplest solution you are looking for. use getValue method and isDisabled to meet this requirement. the code is self explanatory. Good Luck.
function fieldChanged(context) {
var record = context.currentRecord;
var fieldname = context.fieldId;
var changedValue = record.getValue(fieldname); //getValue method is the key here
var couponid = record.getField('custentity_kld_coupon_code');
if (fieldname == 'custentity_kld_apply_coupon' && changedValue == true) {
couponid.isDisabled = false; //isDisabled helps you to enable or disable a field
} else {
couponid.isDisabled = true;
}
}
Totally agree. I think the SuiteScript 2.0 Student Guide could've been more helpful if they included a preview of their codes along the way.
For anyone else who is still following along, this code below worked for me. Thanks for everyone else that contributed in this post. Used your codes to create this too. I also included some other codes from the previous exercises (i.e. displaying a message when entering 'x' into the coupon code).
/**
* #NScriptType ClientScript
* #NApiVersion 2.0
*/
define([],
function() {
function fieldChanged (context) {
var customer = context.currentRecord;
if(context.fieldId = 'custentity_sdr_apply_coupon') {
var check = customer.getValue('custentity_sdr_apply_coupon');
var code = customer.getField('custentity_sdr_coupon_code');
if (check == true){
code.isDisabled = false;
} else {
code.isDisabled = true;
}
}
}
function saveRecord(context) {
var customer = context.currentRecord;
var empCode = customer.getValue('custentity_sdr_coupon_code')
if(empCode == 'x') {
alert('Invalid code value. Please try again');
return false;
}
return true;
}
return {
fieldChanged: fieldChanged,
saveRecord: saveRecord,
};
});
var objRec_Curr = scriptContext.currentRecord;
var TransferType = objRec_Curr.getCurrentSublistValue({sublistId:'xxxxxxxxxx', fieldId : 'xxxxxxxxxxxx'});
if(TransferType == 'ABC')
eval("nlapiDisableLineItemField('custpage_sublist_out', 'custpage_out_transfer_location', true)");
else
eval("nlapiDisableLineItemField('custpage_sublist_out', 'custpage_out_transfer_location', false)");

"Unresolved function or method require()" when using Babel

I am studying Babel recently, and I followed the steps I found in GitHub, everything goes on the right way, I wrote some arrow function, and I get the right result, but when I tried to create class, some problems occurred, I don't know how to handle it.
problem picture
I was informed that the "unresolved function or method require()"
Does it mean I forgot to do something, First I thought maybe I need load requirejs.js, but it did work too, I search the question, but I can't find the solution, so is there someone can help me?
my code is
const square = n => n * n;
var a = 2000;
class SSPageController{
showPage(){
}
}
and the result code is
"use strict";
var _classCallCheck2 = require("babel-runtime/helpers/classCallCheck");
var _classCallCheck3 = _interopRequireDefault(_classCallCheck2);
var _createClass2 = require("babel-runtime/helpers/createClass");
var _createClass3 = _interopRequireDefault(_createClass2);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
var square = function square(n) {
return n * n;
};
var a = 2000;
var SSPageController = function () {
function SSPageController() {
(0, _classCallCheck3.default)(this, SSPageController);
}
(0, _createClass3.default)(SSPageController, [{
key: "showPage",
value: function showPage() {}
}]);
return SSPageController;
}();

Javascript accessing object and array defined in modular function

This is a bit foreign to me and I'm probably not understanding it correctly. This is what I have:
var imgModule = (function() {
var imgLocations = {};
var images = [];
imgLocations.setImage = function(img, location) {
imgLocations[img] = location;
}
imgLocations.getImg = function(img) {
return imgLocations[img];
}
imgLocations.setImageArray = function(img) {
images.push(img);
}
imgLocations.getImageArray = function() {
return images;
}
return imgLocations;
}());
I want to be able to access the imgLocations Object and images array from outside this function. The setting functions work, but
document.getElementById("but").onclick = function() {
console.log(imgModule.imgLocations.getImageArray());
console.log(imgModule.imgLocations.getImg(imgName));
}
Both return "undefined". How do I access these variables? And how can I improve this function? Please be patient with me and explain what I'm doing wrong :) I'm trying to learn it the right way instead of defining a global variable outside all functions.
The reason why this isn't working, is because your imgModule is returning the imgLocations object. That being the case, imgModule will actually be the imgLocations object. So you would access your methods like so:
imgModule.setImage()
imgModule.getImg()
imgModule.getImageArray()
imgModule.setImageArray()
And as #gillesc stated. If you are wanting to keep the current syntax of imgModule.imgLocations.getImg() then you could return the imgLocations like so
return {
imgLocations: imgLocations
}
doing so would allow you to add more functionality to your module
return {
imgLocations: imgLocations,
otherObject: otherObject
}
...
imgModule.otherObject.someFunctionCall();
The problem is you are returning the object created and are not setting it as a property of an object.
So in your case this is how it would work.
document.getElementById("but").onclick = function() {
console.log(imgModule.getImageArray());
console.log(imgModule.getImg(imgName));
}
What you need to do is return it like this
return {
imgLocations: imgLocations
}
If you want the API you are attending to create and still have access to the array which you can not do currently.
You don't access imgModule.imgLocations, since what you return is imgLocations, you should access them as:
document.getElementById("but").onclick = function() {
console.log(imgModule.getImageArray());
console.log(imgModule.getImg(imgName));
}
It seems you try to write module pattern.
For deep understanding, I recommend you following article:
The Module Pattern, by Addy Osmani
and pay attention to example with counter:
var testModule = (function () {
var counter = 0;
return {
incrementCounter: function () {
return counter++;
},
resetCounter: function () {
console.log( "counter value prior to reset: " + counter );
counter = 0;
}
};
})();
// Usage:
// Increment our counter
testModule.incrementCounter();
// Check the counter value and reset
// Outputs: counter value prior to reset: 1
testModule.resetCounter();

How to properly delete a box2d body in version: Box2dWeb-2.1.a.3, Box2D_v2.3.1r3? Box2D bug?

Update
Since the problem has been found I've also find out that Box2D for web is leaking on every side :/
To show this I made a simple circle moving in a static polygon and here is the result after some time.
Notice how the following items are leaking as I'm not creating any body or changing the world in any way:
b2Vec2
Features
b2ManifoldPoint
b2ContactID
b2Manifold
b2ContactEdge
b2PolyAndCircleContact
Array
...
Original post
I have a problem because I'm profiling my game and the garbage collector doesnt' delete my bodies, contacts and other stuff. Then I've looked at what are they keeping from the GC and was the Box2D itself. This might lead to 2 options: I'm doing it bad or Box2D is leaking. I consider is my cause.
What exactly is keeping it?
contact.m_nodeA.other was appearing to be the most used to keep it from GC.
other times: m_fixtureB in a contact... see image
You can see that the body has a __destroyed property. That is set manually before deleting it with world.DestroyBody(body)
When I destroy a body I call it after I call the step method on the world.
As you can see from the box2d method it doesn't get rid of the other variable nor it changes it to another body and my body is not GC.
Any idea of what I'm missing here?
Now I can fix the problem only if the world.Step is not ran:
var gravity = new Box2D.Vec2(0, 0);
var doSleep = true;
var world = new Box2D.World(gravity, doSleep);
var step = false;
var fixtureDef = new Box2D.FixtureDef();
fixtureDef.density = 1.0;
fixtureDef.friction = 0.5;
fixtureDef.restitution = 0.2;
fixtureDef.shape = new Box2D.PolygonShape();
fixtureDef.shape.SetAsBox(1, 1);
var bodyDef = new Box2D.BodyDef;
bodyDef.type = Box2D.Body.b2_dynamicBody;
bodyDef.position.x = 0.4;
bodyDef.position.y = 0.4;
var bodies = []
var fix = [];
window.c = function(){
for(var i = 0; i < 100; i++){
var body = world.CreateBody(bodyDef);
body._id = i;
fix.push(body.CreateFixture(fixtureDef));
bodies.push(body);
}
if(step){world.Step(1/60, 3, 3); world.ClearForces();}
console.log('Created', bodies)
fixtureDef = null;
bodyDef = null;
}
window.d = function(){
_.each(bodies, function(body, i){
body.DestroyFixture(fix[i]);
world.DestroyBody(body);
fix[i] = null;
bodies[i] = null;
})
if(step){world.Step(1/60, 3, 3); world.ClearForces();}
bodies = null;
fix = null;
}
Change the step to true and the memory leak problem appears again.
Reproduce the memory leak problem:
Code in your file:
var gravity = new Box2D.Vec2(0, 0);
var doSleep = true;
var world = new Box2D.World(gravity, doSleep);
var bodies = []
window.c = function(){
for(var i = 0; i < 100; i++){
var bodyDef = new Box2D.BodyDef();
bodyDef.type = 2;
var shape = new Box2D.PolygonShape();
shape.SetAsBox(1, 1);
var fixtureDef = new Box2D.FixtureDef();
fixtureDef.shape = shape;
var body = world.CreateBody(bodyDef);
body._id = i;
body.CreateFixture(fixtureDef);
bodies.push(body);
}
world.Step(0.3, 3, 3);
console.log('Created', bodies)
}
window.d = function(){
_.each(bodies, function(body, i){
world.DestroyBody(body);
bodies[i] = null;
})
world.Step(0.3, 3, 3);
bodies = null;
}
Open google chrome:
Then open your profile and make a snapshot.
Now run the c() method in your console to create 100 bodies
Now snapshot 2
Search in snapshot for b2Body and you'll find 100 Object count
Now run d() to delete all your bodies;
Force Garbage collection by clicking on the garbage can
Make a snapshot 3
Search for b2Body and you'll also find 100 Object count
At the last step should only be 0 objects as they have been destroyed. Instead of this you'll find this:
Now you can see there are a lot of references from b2ContactEdge. Now if you remove the world.Step part of the code you will only see 2 references to the body.
If you remove this line
body.CreateFixture(fixtureDef);
or making the body static is not leaking anymore.
My game loop
...gameLoop = function(o){
// used a lot here
var world = o.world;
// calculate the new positions
var worldStepSeconds = o.worldStepMs / 1000;
// step world
world.Step(worldStepSeconds, o.velocityIterations, o.positionIterations)
// render debug
if(o.renderDebug){
world.DrawDebugData();
}
// always to not accumulate forces, maybe some bug occurs
world.ClearForces();
// tick all ticking entities
_.each(o.getTickEntitiesFn(), function(actor){
if(!actor) return;
actor.tick(o.worldStepMs, o.lastFrameMs);
})
// update PIXI entities
var body = world.GetBodyList();
var worldScale = world.SCALE;
var destroyBody = world.DestroyBody.bind(world);
while(body){
var actor = null;
var visualEntity = null;
var box2DEntity = o.getBox2DEntityByIdFn(body.GetUserData());
if(box2DEntity){
visualEntity = o.getVisualEntityByIdFn(box2DEntity.getVisualEntityId());
if(box2DEntity.isDestroying()){
// optimization
body.__destroyed = true;
world.DestroyBody(body);
box2DEntity.completeDestroy();
}
}
if(visualEntity){
if(visualEntity.isDestroying()){
visualEntity.completeDestroy();
}else{
var inverseY = true;
var bodyDetails = Utils.getScreenPositionAndRotationOfBody(world, body, inverseY);
visualEntity.updateSprite(bodyDetails.x, bodyDetails.y, bodyDetails.rotation);
}
}
// this delegates out functionality for each body processed
if(o.triggersFn.eachBody) o.triggersFn.eachBody(world, body, visualEntity);
body = body.GetNext();
}
// when a joint is created is then also created it's visual counterpart and then set to userData.
var joint = world.GetJointList();
while(joint){
var pixiGraphics = joint.GetUserData();
if(pixiGraphics){
// In order to draw a distance joint we need to know the start and end positions.
// The joint saves the global (yes) anchor positions for each body.
// After that we need to scale to our screen and invert y axis.
var anchorA = joint.GetAnchorA();
var anchorB = joint.GetAnchorB();
var screenPositionA = anchorA.Copy();
var screenPositionB = anchorB.Copy();
// scale
screenPositionA.Multiply(world.SCALE);
screenPositionB.Multiply(world.SCALE);
// invert y
screenPositionA.y = world.CANVAS_HEIGHT - screenPositionA.y
screenPositionB.y = world.CANVAS_HEIGHT - screenPositionB.y
// draw a black line
pixiGraphics.clear();
pixiGraphics.lineStyle(1, 0x000000, 0.7);
pixiGraphics.moveTo(screenPositionA.x, screenPositionA.y);
pixiGraphics.lineTo(screenPositionB.x, screenPositionB.y);
}
joint = joint.GetNext();
}
// render the PIXI scene
if(o.renderPixi){
o.renderer.render(o.stage)
}
// render next frame
requestAnimFrame(o.requestAnimFrameFn);
}
Code from Box2d:
b2ContactManager.prototype.Destroy = function (c) {
var fixtureA = c.GetFixtureA();
var fixtureB = c.GetFixtureB();
var bodyA = fixtureA.GetBody();
var bodyB = fixtureB.GetBody();
if (c.IsTouching()) {
this.m_contactListener.EndContact(c);
}
if (c.m_prev) {
c.m_prev.m_next = c.m_next;
}
if (c.m_next) {
c.m_next.m_prev = c.m_prev;
}
if (c == this.m_world.m_contactList) {
this.m_world.m_contactList = c.m_next;
}
if (c.m_nodeA.prev) {
c.m_nodeA.prev.next = c.m_nodeA.next;
}
if (c.m_nodeA.next) {
c.m_nodeA.next.prev = c.m_nodeA.prev;
}
if (c.m_nodeA == bodyA.m_contactList) {
bodyA.m_contactList = c.m_nodeA.next;
}
if (c.m_nodeB.prev) {
c.m_nodeB.prev.next = c.m_nodeB.next;
}
if (c.m_nodeB.next) {
c.m_nodeB.next.prev = c.m_nodeB.prev;
}
if (c.m_nodeB == bodyB.m_contactList) {
bodyB.m_contactList = c.m_nodeB.next;
}
this.m_contactFactory.Destroy(c);
--this.m_contactCount;
}
b2ContactFactory.prototype.Destroy = function (contact) {
if (contact.m_manifold.m_pointCount > 0) {
contact.m_fixtureA.m_body.SetAwake(true);
contact.m_fixtureB.m_body.SetAwake(true);
}
var type1 = parseInt(contact.m_fixtureA.GetType());
var type2 = parseInt(contact.m_fixtureB.GetType());
var reg = this.m_registers[type1][type2];
if (true) {
reg.poolCount++;
contact.m_next = reg.pool;
reg.pool = contact;
}
var destroyFcn = reg.destroyFcn;
destroyFcn(contact, this.m_allocator);
}
I have the same problem, but I think I find out from where it comes.
Instead of m_* try functions, like GetFixtureA() instead of m_fixtureA.
Totti did you ever figure this out? It looks like box2dweb requires manual destruction and memory management.
I think I have found your leaks, un-implemented ( static class ) destruction functions:
b2Joint.Destroy = function (joint, allocator) {}
b2CircleContact.Destroy = function (contact, allocator) {}<
b2PolygonContact.Destroy = function (contact, allocator) {}
b2EdgeAndCircleContact.Destroy = function (contact, allocator) {}<
b2PolyAndCircleContact.Destroy = function (contact, allocator) {}
b2PolyAndEdgeContact.Destroy = function (contact, allocator) {}
[UPDATE...]
b2DestructionListener.b2DestructionListener = function () {};
b2DestructionListener.prototype.SayGoodbyeJoint = function (joint) {}
b2DestructionListener.prototype.SayGoodbyeFixture = function (fixture) {}
b2Contact.prototype.Reset(fixtureA, fixtureB)
called with with one/both fixture arguments resets passed in fixture/s BUT ALSO pass in NO arguments and it 'nulls' all the the b2Contact properties! (UNTESTED:) but I suggest set your YOURcontactListener class up to handle all contact callbacks EVERY call with Reset(??) dynamically configureable as logic requies EVERY call (there are more than you'd imagine each and every world step).
Also take Colt McAnlis clever advice and strategically pre allocate all the memory the life of your game will need (by creating game and box2d object pools now you know objects can be reset) so the garbage collector NEVER runs until, you destroy object pools at times of your own convenience.... i.e when you close the tab, or your device needs recharging! ;D [...UPDATE]
// you can define and assign your own contact listener ...via...
YOUR.b2world.b2ContactManager.m_world.m_contactList = new YOURcontactlistener();<br>[edit]...if you dont it actually does have Box2D.Dynamics.b2ContactListener.b2_defaultListener.
// box2d in the worldStep calls YOURcontactlistener.update() via:
this.b2world.b2ContactManager.m_world.m_contactList.Update(this.m_contactListener) // this.m_contactListener being YOURS || b2_defaultListener;
// which instantiates ALL your listed leaking object like so:
{b2Contact which instantiates {b2ContactEdge} and {b2Manifold which instantiates {b2ManifoldPoint{which instantiates m_id.key == ContactID{which instantiates Features}}}} along with {B2Vec2} are instantiated in b2ContactResult ...which I can not actually find but assume it must be instantiated in the Solver.
// There is a Contacts.destroyFcn callback is CREATED in....
b2ContactFactory.prototype.Destroy = function (contact) {...}
// then Contacts.destroyFcn callback(s) are privately REGISTERED in....
b2ContactFactory.prototype.InitializeRegisters() {...}
...via...
this.AddType = function (createFcn, destroyFcn, type1, type2) {...}
...BUT... THOSE privately registered ARE four of the un-implimented static class function from above...
b2PolygonContact.Destroy = function (contact, allocator) {}
b2EdgeAndCircleContact.Destroy = function (contact, allocator) {}
b2PolyAndCircleContact.Destroy = function (contact, allocator) {}
b2PolyAndEdgeContact.Destroy = function (contact, allocator) {}
So I havn't tested it yet but it looks like box2dweb just gives you the Destroy callback/handler functions and you have to read the source to find all the properties you need to null. [Edit] In combination with b2Contact.prototype.Reset(fixtureA, fixtureB)
But either way pretty confident the functions above(possibly incomplete) are callback/handlers, and can be used to null your way back to performance for anyone else who stumbles across this problem. Pretty sure Totti's moved on(dont forget to handle your 'this' scope in callbacks).

node.js - why this local function can modify global variables?

Here is my code:
var handleCondition = function(condition,params){
var dup_condition;
dup_condition = condition;
var isArray = function(obj) {
return Object.prototype.toString.call(obj) === '[object Array]';
};
var __replace = function(str){
var reg_slot = /^#(.+)/;
if(reg_slot.test(str) == true){
var ss = reg_slot.exec(str)[1];
return params[ss];
}else{
return str;
}
};
var compare = function(a){
var arr = a;
if(params != undefined){
for(var j =1;j<arr.length;j++){
arr[j] = __replace(arr[j]);
}
}
switch(arr[0]){
case "$eq":
case "==":
return (arr[1] == arr[2]);
default:
return (arr[1] == arr[2]);
}
};
if(isArray(dup_condition)){
var im = function (arr){
for(var i=0;i<3;i++){
if(isArray(arr[i])){
arr[i] = im(arr[i]);
}
}
return compare(arr);
};
var res = im(dup_condition);
return res;
}
};
/*Here are test data*/
var c = {
"beforeDNS":
["$eq","#host",["$eq",10,10]]
,
"afterDNS":["$match",/^10\.+/,"#ip"]
};
var params ={
host:"dd"
};
console.log(c["beforeDNS"]); // ==> ["$eq","#host",["$eq",10,10]]
handleCondition(c["beforeDNS"],params);
console.log(c["beforeDNS"]); // ==> ["$eq","dd",true]
handleCondition(c["beforeDNS"],params);
The first time I run the code with the expected result;
However , when I tried to run the function second time,to my surprise,the value of c["beforeDNS"] has changed unexpectedly!
In fact,I haven't write any code in my function to modify the value of this global variable,but it just changed.
So please help me find the reason of this mysterious result or just fix it.Thanks!
Your dup_condition variable isn't duping anything. It's just a reference to the argument you pass in.
Thus when you pass it to the im function, which modifies its argument in place, it is just referencing and modifying condition (which is itself a reference to the c["beforeDNS"] defined outside the function).
To fix this you might use slice or some more sophisticated method to actually dupe the arguments. slice, for example, would return a new array. Note though that this is only a shallow copy. References within that array would still refer to the same objects.
For example:
if (isArray(condition)) {
var dup_condition = condition.slice();
// ...
}
In javascript the objects are passed by reference. In other words, in handleCondition dup_condition still points to the same array. So, if you change it there you are actually changing the passed object. Here is a short example which illustrates the same thing:
var globalData = {
arr: [10, 20]
};
var handleData = function(data) {
var privateData = data;
privateData.arr.shift();
privateData.arr.push(30);
}
console.log(globalData.arr);
handleData(globalData);
console.log(globalData.arr);
The result of the script is:
[10, 20]
[20, 30]
http://jsfiddle.net/3BK4b/

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